Glory be to the Bomb, and to the Holy Fallout. As it was in the beginning, is now, and ever shall be. World without end. May the Blessings of the Bomb Almighty, and the Fellowship of the Holy Fallout, descend upon us all. This day and forever more. Amen!

I use morale all the time becuase me an my friends fudge the rules to the point where it is a brikwars/warhammer 40k hybrid- It is BrikWar 40k! lol....
But put it like this:
Your basic minifig has a very low moral of 9. When you must take a morale test(Losing 2/3 of the unit in one turn,sinper/mortar/arterly fire/tank(more of that later)you roll two d6s. If it is the same or ABOVE the morale level: the test is passed. If it is not,the test fails.All units involved wet their pants. They then have two choices:
Fall Back!
roll 2d6. That is the distance the unit must fall back.
Option 2:
Get Down!
The unit hugs the ground for all there worth,freaked out, and cannot do anything for that turn.

IVhorseman wrote:I'm the Several Hundred Dollar Man!

Rayhawk wrote:"Give him the stick DON'T GIVE HIM THE STICK" was a major part of Knights Kingdom development.

Running away may be historically accurate for people unaccustomed to winning, such as the French. But its not fun for anyone- not the cowardly losers or the overwhelming winners. Miraculous comebacks ARE fun, funny at least.

I'm pretty sure Rayhawk himself said in the rules that minfigs are maniacal killing machines who live for the sheer thrill of destruction. Morale isn't important to them, because they don't necessarily want to win -- they just want to kill as many enemies as they can before they are killed themselves.

hmmm you could have if a minifigure doesn't kill eneything for say 5-10 turns depending on length of game it gets bored and attacks the nearest target even if its like a giant super mech or one of its own team.

"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs""Triangalism! What's the fuckin' point!"How's that compression ratio?

tahthing wrote:hmmm you could have if a minifigure doesn't kill eneything for say 5-10 turns depending on length of game it gets bored and attacks the nearest target even if its like a giant super mech or one of its own team.

I like this idea; I'd suggest 5 turns, and change the rule from "doesn't kill anything" to "doesn't attack anything". It fits with the spirit of the game and it's an easy way to punish BrikWussies who hold their forces back.

That would be perfect. One army sits off in the corner and waits for the other two to beat each other up, and suddenly, chaos breaks loose! The Calvary turns on each other, the infantry rushes the archers, and the wizard division starts blasting items randomly...